200 lines
7.7 KiB
C++
200 lines
7.7 KiB
C++
//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "baseentity.h"
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#include "entityoutput.h"
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//#include "convar.h"
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#include "env_dof_controller.h"
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#include "ai_utils.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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LINK_ENTITY_TO_CLASS( env_dof_controller, CEnvDOFController );
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BEGIN_DATADESC( CEnvDOFController )
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DEFINE_KEYFIELD( m_bDOFEnabled, FIELD_BOOLEAN, "enabled" ),
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DEFINE_KEYFIELD( m_flNearBlurDepth, FIELD_FLOAT, "near_blur" ),
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DEFINE_KEYFIELD( m_flNearFocusDepth, FIELD_FLOAT, "near_focus" ),
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DEFINE_KEYFIELD( m_flFarFocusDepth, FIELD_FLOAT, "far_focus" ),
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DEFINE_KEYFIELD( m_flFarBlurDepth, FIELD_FLOAT, "far_blur" ),
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DEFINE_KEYFIELD( m_flNearBlurRadius, FIELD_FLOAT, "near_radius" ),
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DEFINE_KEYFIELD( m_flFarBlurRadius, FIELD_FLOAT, "far_radius" ),
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DEFINE_KEYFIELD( m_strFocusTargetName, FIELD_STRING, "focus_target" ),
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DEFINE_KEYFIELD( m_flFocusTargetRange, FIELD_FLOAT, "focus_range" ),
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DEFINE_FIELD( m_hFocusTarget, FIELD_EHANDLE ),
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DEFINE_THINKFUNC( UpdateParamBlend ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearBlurDepth", InputSetNearBlurDepth ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearFocusDepth", InputSetNearFocusDepth ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarFocusDepth", InputSetFarFocusDepth ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarBlurDepth", InputSetFarBlurDepth ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetNearBlurRadius", InputSetNearBlurRadius ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFarBlurRadius", InputSetFarBlurRadius ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetFocusTarget", InputSetFocusTarget ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetFocusTargetRange", InputSetFocusTargetRange ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CEnvDOFController, DT_EnvDOFController )
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SendPropInt( SENDINFO(m_bDOFEnabled), 1, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO(m_flNearBlurDepth), 0, SPROP_NOSCALE),
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SendPropFloat( SENDINFO(m_flNearFocusDepth), 0, SPROP_NOSCALE),
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SendPropFloat( SENDINFO(m_flFarFocusDepth), 0, SPROP_NOSCALE),
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SendPropFloat( SENDINFO(m_flFarBlurDepth), 0, SPROP_NOSCALE),
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SendPropFloat( SENDINFO(m_flNearBlurRadius), 0, SPROP_NOSCALE),
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SendPropFloat( SENDINFO(m_flFarBlurRadius), 0, SPROP_NOSCALE),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::Spawn( void )
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{
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::Activate( void )
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{
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BaseClass::Activate();
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// Find our target entity and hold on to it
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m_hFocusTarget = gEntList.FindEntityByName( NULL, m_strFocusTargetName );
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// Update if we have a focal target
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if ( m_hFocusTarget )
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{
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SetThink( &CEnvDOFController::UpdateParamBlend );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CEnvDOFController::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetNearBlurDepth( inputdata_t &inputdata )
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{
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m_flNearBlurDepth = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetNearFocusDepth( inputdata_t &inputdata )
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{
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m_flNearFocusDepth = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetFarFocusDepth( inputdata_t &inputdata )
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{
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m_flFarFocusDepth = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetFarBlurDepth( inputdata_t &inputdata )
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{
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m_flFarBlurDepth = inputdata.value.Float();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetNearBlurRadius( inputdata_t &inputdata )
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{
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m_flNearBlurRadius = inputdata.value.Float();
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m_bDOFEnabled = ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetFarBlurRadius( inputdata_t &inputdata )
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{
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m_flFarBlurRadius = inputdata.value.Float();
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m_bDOFEnabled = ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEnvDOFController::SetControllerState( DOFControlSettings_t setting )
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{
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m_flNearBlurDepth = setting.flNearBlurDepth;
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m_flNearBlurRadius = setting.flNearBlurRadius;
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m_flNearFocusDepth = setting.flNearFocusDistance;
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m_flFarBlurDepth = setting.flFarBlurDepth;
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m_flFarBlurRadius = setting.flFarBlurRadius;
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m_flFarFocusDepth = setting.flFarFocusDistance;
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m_bDOFEnabled = ( m_flNearBlurRadius > 0.0f ) || ( m_flFarBlurRadius > 0.0f );
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}
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const float BLUR_DEPTH = 500.0f;
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//-----------------------------------------------------------------------------
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// Purpose: Blend the parameters to the specified value
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//-----------------------------------------------------------------------------
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void CEnvDOFController::UpdateParamBlend( void )
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{
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// Update our focal target if we have one
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if ( m_hFocusTarget )
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{
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CBasePlayer *pPlayer = AI_GetSinglePlayer();
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float flDistToFocus = ( m_hFocusTarget->GetAbsOrigin() - pPlayer->GetAbsOrigin() ).Length();
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m_flFarFocusDepth.GetForModify() = flDistToFocus + m_flFocusTargetRange;
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m_flFarBlurDepth.GetForModify() = m_flFarFocusDepth + BLUR_DEPTH;
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}
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SetThink( &CEnvDOFController::UpdateParamBlend );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the "focus" target entity
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetFocusTarget( inputdata_t &inputdata )
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{
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m_hFocusTarget = gEntList.FindEntityByName( NULL, inputdata.value.String() );
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// Update if we have a focal target
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if ( m_hFocusTarget )
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{
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SetThink( &CEnvDOFController::UpdateParamBlend );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the range behind the focus entity that we'll blur (in units)
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//-----------------------------------------------------------------------------
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void CEnvDOFController::InputSetFocusTargetRange( inputdata_t &inputdata )
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{
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m_flFocusTargetRange = inputdata.value.Float();
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}
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